refactor(editor-app): 编辑器服务和组件优化

- EngineService 改进引擎集成
- EditorEngineSync 同步优化
- AssetFileInspector 改进
- VectorFieldEditors 优化
- InstantiatePrefabCommand 改进
This commit is contained in:
yhh
2025-12-16 11:28:50 +08:00
parent d64e463a71
commit 574b4d08a3
6 changed files with 348 additions and 16 deletions

View File

@@ -278,12 +278,20 @@ export class EditorEngineSync {
* Update sprite in engine entity.
* 更新引擎实体的精灵。
*
* Note: Texture loading is now handled automatically by EngineRenderSystem.
* 注意纹理加载现在由EngineRenderSystem自动处理
* Preloads textures when textureGuid changes to ensure they're available for rendering.
* 当 textureGuid 变更时预加载纹理以确保渲染时可用
*/
private updateSprite(entity: Entity, sprite: SpriteComponent, property: string, value: any): void {
// No manual texture loading needed - EngineRenderSystem handles it
// 不需要手动加载纹理 - EngineRenderSystem会处理
// When textureGuid changes, trigger texture preload
// 当 textureGuid 变更时,触发纹理预加载
if (property === 'textureGuid' && value) {
const bridge = this.engineService.getBridge();
if (bridge) {
// Preload the texture so it's ready for the next render frame
// 预加载纹理以便下一渲染帧时可用
bridge.getOrLoadTextureByPath(value);
}
}
}
/**

View File

@@ -11,6 +11,7 @@ import { Core, Scene, Entity, SceneSerializer, ProfilerSDK, createLogger, Plugin
import { CameraConfig, EngineBridgeToken, RenderSystemToken, EngineIntegrationToken } from '@esengine/ecs-engine-bindgen';
import { TransformComponent, TransformTypeToken, CanvasElementToken } from '@esengine/engine-core';
import { SpriteComponent, SpriteAnimatorComponent, SpriteAnimatorSystemToken } from '@esengine/sprite';
import { ParticleSystemComponent } from '@esengine/particle';
import { invalidateUIRenderCaches, UIRenderProviderToken, UIInputSystemToken } from '@esengine/ui';
import * as esEngine from '@esengine/engine';
import {
@@ -462,6 +463,43 @@ export class EngineService {
if (this._runtime?.bridge) {
this._engineIntegration = new EngineIntegration(this._assetManager, this._runtime.bridge);
// 为 EngineIntegration 设置使用 Tauri URL 转换的 PathResolver
// Set PathResolver for EngineIntegration that uses Tauri URL conversion
this._engineIntegration.setPathResolver({
catalogToRuntime: (catalogPath: string): string => {
// 空路径直接返回
if (!catalogPath) return catalogPath;
// 已经是 URL 则直接返回
if (catalogPath.startsWith('http://') ||
catalogPath.startsWith('https://') ||
catalogPath.startsWith('data:') ||
catalogPath.startsWith('asset://')) {
return catalogPath;
}
// 使用 pathTransformerFn 转换路径为 Tauri URL
// 路径应该是相对于项目目录的,如 'assets/sparkle_yellow.png'
let fullPath = catalogPath;
// 如果路径不以 'assets/' 开头,添加前缀
if (!catalogPath.startsWith('assets/') && !catalogPath.startsWith('assets\\')) {
fullPath = `assets/${catalogPath}`;
}
return pathTransformerFn(fullPath);
},
editorToCatalog: (editorPath: string, projectRoot: string): string => {
return editorPath; // 不需要在此上下文中使用
},
setBaseUrl: () => {},
getBaseUrl: () => '',
normalize: (path: string) => path.replace(/\\/g, '/'),
isAbsoluteUrl: (path: string) =>
path.startsWith('http://') ||
path.startsWith('https://') ||
path.startsWith('data:') ||
path.startsWith('asset://')
});
this._sceneResourceManager = new SceneResourceManager();
this._sceneResourceManager.setResourceLoader(this._engineIntegration);
@@ -712,10 +750,15 @@ export class EngineService {
return convertFileSrc(absolutePath);
}
return relativePath;
} else {
// GUID not found in registry - this could be a timing issue where asset
// was just added but not yet registered. Log for debugging.
// GUID 在注册表中未找到 - 可能是资源刚添加但尚未注册的时序问题
console.warn(`[AssetPathResolver] GUID not found in registry: ${guidOrPath}. Asset may not be registered yet.`);
}
}
// GUID not found, return original value
// 未找到 GUID返回原值
// GUID not found, return original value (will result in white block)
// 未找到 GUID返回原值(会显示白块)
return guidOrPath;
}
@@ -1029,6 +1072,19 @@ export class EngineService {
// 清除 UI 渲染缓存
invalidateUIRenderCaches();
// Reset particle component textureIds before loading resources
// 在加载资源前重置粒子组件的 textureId
// This ensures ParticleUpdateSystem will reload textures
// 这确保 ParticleUpdateSystem 会重新加载纹理
if (this._runtime.scene) {
for (const entity of this._runtime.scene.entities.buffer) {
const particleComponent = entity.getComponent(ParticleSystemComponent);
if (particleComponent) {
particleComponent.textureId = 0;
}
}
}
// 加载场景资源
if (this._sceneResourceManager && this._runtime.scene) {
await this._sceneResourceManager.loadSceneResources(this._runtime.scene);
@@ -1057,6 +1113,21 @@ export class EngineService {
return success;
}
/**
* Load scene resources (textures, audio, etc.)
* 加载场景资源(纹理、音频等)
*
* Used by runtime scene switching in play mode.
* 用于 Play 模式下的运行时场景切换。
*/
async loadSceneResources(): Promise<void> {
const scene = this._runtime?.scene;
if (!this._sceneResourceManager || !scene) {
return;
}
await this._sceneResourceManager.loadSceneResources(scene);
}
/**
* Check if a snapshot exists.
*/